| Tomaru |
Going to start with a Channel Positive Energy: 6d6 ⇒ (3, 1, 6, 3, 1, 3) = 17 which should top most of us off. Thordak then gets tapped with the Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5 twice Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5.
"He is right about one thing. I'd rather not spend any more time in here than I must. We should be moving along."
| Praxim |
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Praxim narrows his eyes at Thordak.
"Sneak into my bedroll and you'll find a long, pointy arrow with your name on it!" he growls.
Only after a few seconds does he realize how bad that sounded and flushes red. "Shouldn't we get moving?"
| Thordak Ironheart |
As Thordak nearly jumps out of his trousers at Lym's outburst, he then finds himself having to dodge Praxim's as well. Having to collect himself, "Sheesh. Sensitive those two," he murmurs under his breath. Turning to Aurora and smiling, "Thank you, lass. I think I will try your tea as long as it isn't a bother to ya," he says in hopes to spite the others, holding his chin high quite proudly.
Nodding to Tomaru, "Thanks, lad! Feelin' a ton better."
He then takes a glance over at the cranky two before leaning in close to the gnome, "In my defense, it was only the one time. I didn't think it was such a big deal," he shrugs. He then leans back out and loses himself in thought a moment before leaning back in, "Okay... maybe it was twice, but the second time wasn't me fault! I swear!" he states quite assuredly.
Hp's 140/148
| Aurora Ulfurdottir |
Aurora laughs quietly as the group relieves some pressure with good-natured jibes.
Ingen gider overhovedet, er du velkommen til at "drikke i min hal 'jeg tror er dit folk siger?
she smiles at Thordak.
Thank you for the healing Tomaru, I am ready if everyone else is.
She stands and flexes, stowing her magical rod back up the voluminous sleeve of her robe.
| Old Guy GM |
The gradual change from natural cavern to worked stone is finally complete after the long, spiraling descent into the depths. Where the walls meet, hard angles have been polished away to smooth but tight arcs that somewhat soften the transitions from wall to wall or to floor or ceiling. With no hard lines defining edges of rooms, the place seems subtly alien.
The workmanship of these tunnels is distinctly different from that of the tunnels above or the giantcraft of Jorgenfist itself. You are reminded of the lower levels under Thisletop, or the Catacombs of Wrath below Sandpoint: the style is distinctly Thassilonian.
Ceiling heights in the library average 20 feet in the hallways but rise to vaulted roofs 30 feet high in the chambers themselves. There is no illumination down here at all.
| Tomaru |
"It's getting harder and harder for me to see." Being the only one without exceptional vision. Tomaru is the first affected by the growing gloom. "I can provide light, but I fear that will only serve to announce our presence as we continue on."
| Lym Blackhand |
"Hold onto my shoulder and I will guide you. When the midden hits the windmill, I'll provide light while you screen us."
| Aurora Ulfurdottir |
So, we memorised these rooms and the layout, which way next?
pipes up Aurora quietly.
| Old Guy GM |
Your recollection form your talk with Conna would tell you that you that library consists of several rooms, and you are not near what would be the actual library where Mokmurian might be.
In other words, spells that have minutes for duration will most likely expire before you hit the main encounter area.
| Old Guy GM |
| Lym Blackhand |
"I can conjure a great light," Lym says, coming to a decision. "It will cost us the element of surprise, but better this way than stumbling over our own feet."
Provided the others agree, Lym draws her falchion and casts Daylight on it. Golden radiance shines from the sword's enchanted blade as the Wizard holds it aloft.
| Tomaru |
Rather than your weapon, cast it on my holy symbol or Praxim's armor. We're the ones that need the light and, for Praxim, the limit of his vision is basically the limit of his range.
| Thordak Ironheart |
Earlier
Aurora laughs quietly as the group relieves some pressure with good-natured jibes.
Ingen gider overhovedet, er du velkommen til at "drikke i min hal 'jeg tror er dit folk siger?
she smiles at Thordak.
Quite taken aback by gnome's handling of the dwarven language, "Well I'll be," he mutters, quite impressed. "That it is, lass, that it is. And much appreciated," he says, smiling greatly.
Currently
"Ya know, I can see just fine without the light, I don't need it if anyone was wonderin'," he says with a matter of fact tone, hiding his wry grin.
| Aurora Ulfurdottir |
Perhaps at some point we can acquire magical eye-glasses or even a wand to assist in compensating for your er... 'hereditary difficulties'?
Aurora manages, speaking to Tomaru as tactfully as she can.
For now though I do not think we can grant you exceptional vision, so light it must be. On your armor, so you can't drop it or have it easily removed.
She smiles at each person present.
I think that light's not going to be giving much away from stealth point of view, if I was a mage in her mighty subterranean fortress, I wouldn't rely on visually sighting attackers to clue me in that I was under assault, in all likelihood you-know-who is probably already aware he has intruders. We should move quickly, how about through there?
She suddenly stops
Just a moment, before we meet the one who can throw lightning and rain acid down upon our heads...
She touches Thordak upon the arm and traces a pattern across it, leaving dark and writhing ink in place.
Touch that and will it to work when we meet the giant, it will hopefully grant you some protection...
Spell tattoo: Spell resistance (Once activated with a standard action, you'll get SR 26 for 12 minutes...)
She turns to Praxim
For you, without magical means to move if you need to...
She rests a gentle hand on his, and the same intricate, writhing black runes appear on his skin.
Spell tattoo: Dimension Door (Once activated with a standard action, move anywhere within 840 ft that you can visualise or see, you can bring up to 4 medium size creatures with you)
She nods in satisfaction then gestures southwards
Onwards then...
moving to C2 unless anyone objects!
| Lym Blackhand |
"Spellcasters, starts using Detect magic," Lym counsels. "What Aurora says is true; we are facing a spellcaster in his own lair. There are more than likely to be magical traps floating about. And speaking of floating...."
The Half-Orc rattles off two quick spells, one to sense magic, and one which causes her to float up off the ground.
Detect magic and Overland flight are active!
| Lym Blackhand |
"Powerful Transmutation magic ahead," Lym whispers to the others.
On a hunch, the Wizard casts another spell on herself.
See invisibility, activate!
| Thordak Ironheart |
Thordak nods and makes his way as quietly as possible toward pointed destination, peeking his head around the dark, blind corner to which nothing of a spooky nature of any sort could possibly be lurking.
Stealth: 1d20 + 1 ⇒ (14) + 1 = 15
| Tomaru |
Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Tomaru does cast Shield of Faith to ready for the battle to come.
| Aurora Ulfurdottir |
Mage armor still up but holding off on anything else for now
Aurora watches anxiously as Thordak rounds the corner.
| Old Guy GM |
A pair of double doors stands in the southern wall of this room. The floor is made of glossy, polished blackand-gray marble. To the east, what might have once been another exit has long since caved in. Yet nothing in the room compares to the curious effect that its walls have—looking into the room, it’s bizarrely impossible to judge the chamber’s exact dimensions. Any wall looked at directly remains stable, but through peripheral vision the walls everywhere else seem to stretch away into impossibly infinite gulfs, as if the room itself were somehow “unhooked” from its own physicality. The sheets of pale light that flicker across the walls only add to the disorienting effect.
Will sv: 1d20 + 13 ⇒ (6) + 13 = 19 Nausea: 1d4 ⇒ 1
As Thordak enters, the alien nature of the room assaults his senses, sending him into a swoon. You are nauseated for one round.
Fort sv: 1d20 + 16 ⇒ (12) + 16 = 28
At the same time, the room seems to try and grow on you, but with a shake of your head, you fight off the effect.
Immediately, Thordak is set upon by the hill giant waiting around the corner. This giant is obese and has two outstanding features: it's expression is oddly vacant, and it has a large glowing rune carved on it's chest. The rune flashes bright green, and the giant attacks with unnatural speed.
Att: 1d20 + 16 ⇒ (17) + 16 = 33 dmg: 2d8 + 13 ⇒ (2, 7) + 13 = 22 -22 dmg Thordak
Att: 1d20 + 16 ⇒ (6) + 16 = 22
Att: 1d20 + 11 ⇒ (4) + 11 = 15
ROUND ONE: you guys are up. Keep in mind no one except Thordak can actually see the giant. When you the room at any point, you need to make 2 saves: a DC 23 Fort save, and a DC 23 Will save. Do that first please. Fail the will save and you are nauseated for 1d4 rounds. Fail the Fort save...well...I will reveal that if it happens.
Squares in the room are back to 5'. Map is up.
| Tomaru |
Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Tomaru gives Praxim a Bit of Luck to Praxim then goes into the room to give Thordak some backup.
Fort: 1d20 + 11 ⇒ (17) + 11 = 28
Will: 1d20 + 14 ⇒ (1) + 14 = 15
Nausea: 1d4 ⇒ 3
And wishes he hadn't done so.
| Praxim |
Praxim takes a 5-foot step forwards, which should be enough to allow him to see the giant around the corner (three of his corners connect to the giant's corner).
Not sure if that counts as entering the room, but if so...
Fort: 1d20 + 14 ⇒ (17) + 14 = 31
Fort: 1d20 + 14 ⇒ (10) + 14 = 24
Will: 1d20 + 14 ⇒ (5) + 14 = 19
Will: 1d20 + 14 ⇒ (16) + 14 = 30
If he can't see the giant from there, then he has to keep walking, which means only the first attack will count, but it will hit AC 33 since he won't be rapid shotting.
Arrow 1: 1d20 + 20 + 1 + 1 + 2 - 2 - 4 ⇒ (13) + 20 + 1 + 1 + 2 - 2 - 4 = 31
Arrow 1: 1d20 + 20 + 1 + 1 + 2 - 2 - 4 ⇒ (5) + 20 + 1 + 1 + 2 - 2 - 4 = 23
Damage: 1d8 + 2 + 1 + 2 + 2 + 2d6 + 8 ⇒ (5) + 2 + 1 + 2 + 2 + (2, 3) + 8 = 25
Arrow 2: 1d20 + 20 + 1 + 1 + 2 - 2 - 4 ⇒ (3) + 20 + 1 + 1 + 2 - 2 - 4 = 21
Arrow 2: 1d20 + 20 + 1 + 1 + 2 - 2 - 4 ⇒ (13) + 20 + 1 + 1 + 2 - 2 - 4 = 31
Damage: 1d8 + 2 + 1 + 2 + 2 + 2d6 + 8 ⇒ (4) + 2 + 1 + 2 + 2 + (3, 6) + 8 = 28
Arrow 3: 1d20 + 15 + 1 + 1 + 2 - 2 - 4 ⇒ (19) + 15 + 1 + 1 + 2 - 2 - 4 = 32(possible crit)
Arrow 3: 1d20 + 15 + 1 + 1 + 2 - 2 - 4 ⇒ (13) + 15 + 1 + 1 + 2 - 2 - 4 = 26
Arrow 3 Confirm: 1d20 + 15 + 1 + 1 + 2 - 2 - 4 ⇒ (16) + 15 + 1 + 1 + 2 - 2 - 4 = 29
Arrow 3 Confirm: 1d20 + 15 + 1 + 1 + 2 - 2 - 4 ⇒ (6) + 15 + 1 + 1 + 2 - 2 - 4 = 19
Damage: 1d8 + 2 + 1 + 2 + 2 + 2d6 + 8 ⇒ (7) + 2 + 1 + 2 + 2 + (2, 6) + 8 = 30
Extra Damage: 2d8 + 4 + 2 + 4 + 4 + 2d6 + 16 ⇒ (4, 3) + 4 + 2 + 4 + 4 + (6, 5) + 16 = 48
Arrow 4: 1d20 + 10 + 1 + 1 + 2 - 2 - 4 ⇒ (1) + 10 + 1 + 1 + 2 - 2 - 4 = 9
Arrow 4: 1d20 + 10 + 1 + 1 + 2 - 2 - 4 ⇒ (19) + 10 + 1 + 1 + 2 - 2 - 4 = 27 possible crit
Arrow 4 Confirm: 1d20 + 10 + 1 + 1 + 2 - 2 - 4 ⇒ (12) + 10 + 1 + 1 + 2 - 2 - 4 = 20
Arrow 4 Confirm: 1d20 + 10 + 1 + 1 + 2 - 2 - 4 ⇒ (15) + 10 + 1 + 1 + 2 - 2 - 4 = 23
Damage: 1d8 + 2 + 1 + 2 + 2 + 2d6 + 8 ⇒ (2) + 2 + 1 + 2 + 2 + (2, 4) + 8 = 23
Extra Damage: 2d8 + 4 + 2 + 4 + 4 + 2d6 + 16 ⇒ (2, 6) + 4 + 2 + 4 + 4 + (6, 1) + 16 = 45
Sorry about all the rolls, but Praxim kind of wears out d20s with Bit of Luck on board.
| Thordak Ironheart |
Man Bit of Luck is AWESOME! I'm thinking, "Man he gets a lot of attacks. How does he get so many?" Then I remembered that Bit of Luck is two rolls for EVERYTHING and take the better, not just for one roll. That's pretty dang handy/powerful stuff right there.
Thordak takes the nasty hit without complaint seeing how he's trying to keep most of insides from finding their way out.
AC 29; Hp's 120/148. Next to fear, nausea is absolutely the second worst condition. Blah.
Edit: Enlarge lasts 11 minutes which was before the Lamia battle. Is Thordak still enlarged? Not real sure how long it's been. If he is, his AC is actually 27.
| Aurora Ulfurdottir |
Aurora launches off in to the air and soars around the corner just under the ceiling, hands held ready to cast in case Praxim's foe has somehow survived the onslaught of arrows.
Eyes struggling to adapt to the alien architecture, she instead concentrates on Thordak and Praxim, using their familiar silhouettes to anchor her perception.
| Lym Blackhand |
Fort. 1d20 + 8 ⇒ (20) + 8 = 28; Will 1d20 + 13 ⇒ (6) + 13 = 19
Nauseated for 1d4 ⇒ 1 rounds.
Lym starts to float around the corner into the next room -- and wobbles to the floor like a winged bird, hands clenched over her stomach and retching helplessly.
| Aurora Ulfurdottir |
fort: 1d20 + 9 ⇒ (12) + 9 = 21
will: 1d20 + 11 ⇒ (9) + 11 = 20
nausea: 1d4 ⇒ 1
| Old Guy GM |
Thordak takes the hit from the rune-etched giant just before Praxim engages it. Four arrows strike vital spots, dropping the lumbering beast dead.
Lym and Aurora enter to witness the giant's death, and the room's alien geometry turns their stomachs. More importantly, the magical properties of the room take effect! Before your very eyes, Lym is shrunk down to Aurora's size, an instant before Aurora herself shrunk as well!
You have been hit by a Mass Reduce Person. Only those two are affected.
| Aurora Ulfurdottir |
I think the irony here is that for Aurora, reduce person is a buff, she doesn't carry much gear to be affected by reduced strength, has better AC and ranged to hit with both the flat bonuses plus attribute from the DEX bump... :p
Once she has shaken her head to clear it from the dreadful feeling, Aurora can't help but laugh, her voice like tiny silver bells tinkling. Whizzing around the party's heads like a bumblebee, her tiny buzzing voice just reaches your ears.
Well this is interesting! I don't much like the architecture in here and suggest we move on...how about over there?
She points to the doors.